﻿using UnityEngine;
using System.Collections;

// 從本地(儲存設備)中,將Unity Asset實體化成GameObject的工廠類別
public class LocalAssetFactory : IAssetFactory 
{	
	// 產生Soldier
	public override GameObject LoadSoldier( string AssetName)
	{
		// 載入放在本地裝置的Asset示意
		//string FilePath = "D:/xxx/Characters/Soldier/"+AssetName+".assetbundle";
		// 執行載入
		return null;
	}
	
	// 產生Enemy
	public override GameObject LoadEnemy( string AssetName )
	{
		// 載入放在本地裝置上的Asset示意
		//string RemotePath = "D:/xxx/Characters/Enemy/"+AssetName+".assetbundle";
		// 執行載入
		return null;
	}

	// 產生Weapon
	public override GameObject LoadWeapon( string AssetName )
	{
		// 載入放在本地裝置上的Asset示意
		//string RemotePath = "D:/xxx/Weapons/"+AssetName+".assetbundle";
		// 執行載入
		return null;
	}

	// 產生特效
	public override GameObject LoadEffect( string AssetName )
	{
		// 載入放在本地裝置上的Asset示意
		//string RemotePath = "D:/xxx/Effects/"+AssetName+".assetbundle";
		// 執行載入
		return null;
	}

	// 產生AudioClip
	public override AudioClip  LoadAudioClip(string ClipName)
	{
		// 載入放在本地裝置上的Asset示意
		//string RemotePath = "D:/xxx/Audios/"+AssetName+".assetbundle";
		// 執行載入
		return null;
	}

	// 產生Sprite
	public override Sprite LoadSprite(string SpriteName)
	{
		// 載入放在本地裝置上的Asset示意
		//string RemotePath = "D:/xxx/Sprites/"+SpriteName+".assetbundle";
		// 執行載入
		return null;
	}
}

